Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 19-07-2003 , 11:03 PM
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beginners problems

I have other problem :-)
1. How can I chose that i work in local space or world space?
2. I know how i can move pivot, but where can i rotate pivot?
3. Can i save outliner in "channel box and layer editor"? i need on right channel box, under outliner and under layer editor. Can i do that ?
4. If i chose in top view "panels-perspective-persp" how can i chote camera back to top?
And where can i chose left/right view?


I know that it is basic but i cant find it in manual.

Really thanks.

# 2 20-07-2003 , 12:41 AM
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I can answer the first one for you: double click the translate tool and from there you can change to local or world space

2:the same as above I think

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# 3 20-07-2003 , 01:26 AM
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1. can also hold W and left mouse click and hold to choose move tool options.
2. I don't recall offhand if you're able to rotate the pivot point in pivot edit mode or not, as I don't think I've ever had to do so, but you can rotate the local rotational axis by selecting the ? (Miscellaneous) component selection mask in component mode.
3. hmm, not sure about that one. You can use the Layout of Outliner/Persp if you need to.
4. Panels > Orthographic > Top

Pretty sure you can choose Left or Right in saved bookmarks section of View menu, if I recall correctly.

# 4 20-07-2003 , 07:02 AM
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As far as rotating the Pivot. I dont realy see why you would want to. But, if you want to make your objects default rotating be a certain rotation, (hence rotating the pivot) you could try rotating the object how you want, and then grouping it with its self. Then your rotated object apears to not be rotated. But I dont see why you would want to do this. Hope that helps.


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# 5 20-07-2003 , 08:35 AM
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Or you could rotate it and freeze transformations, making that orientation the 0 0 0 one.


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